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Featured Artist: Ivan Larinin, Montreal, Canada

 
Ivan Larinin 2024

 

 
Ivan Larinin, Senior Houdini Artist
 


Ivan Larinin is an award-winning FX Technical Director, honored with a VES Award for his exceptional work. With a diverse background spanning feature animation, live-action visual effects, game cinematics, and short films, Ivan seamlessly blends technology and artistry to create visually stunning work. He has contributed his talents to renowned studios such as DNEG, Sony Pictures, and now Pixomondo, where he continues to push the boundaries of visual storytelling

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Ivan Larinin

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YOUR BACKGROUND - FACTORS & INSPIRATION TO BECOME AN ARTIST

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Computer graphics have always been my way of expressing myself. What started as a mere interest quickly grew into a hobby and eventually a full-time job. Initially, I used 3D software to create images for myself, trying to capture in a virtual world what I couldn’t find in the real one. Then I saw Lord of The Rings, and my world was never the same. From that moment, I knew what I wanted to do with my life. It was a time when cinema, and CGI as a part of it, completely took over my life.

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YOUR STARTING DAYS

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In college, I used to wake up at 5 a.m. to study computer graphics before heading to my architectural classes. Eventually, I decided to take it seriously, so I enrolled in a CGI school in my city. I successfully finished both architecture and CGI part-time programs and decided to pursue a career in cinema. I’ve never regretted it. I spent some time working on TV and animation projects before trying my luck with a Hollywood studio. I got lucky—DNEG (formerly Double Negative) needed my skills at the time. I was about 22 years old and it was an interesting experience, moving from my parents' house to a different country. DNEG helped me a lot along the way, which was great.

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LIFE JOURNEY & CAREER PATH

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I spent about four years working at DNEG, gaining Canadian citizenship and building experience in the industry while enjoying life in beautiful Vancouver. Then, I switched to Sony, and now I’m happy to be part of the PIXOMONDO studio in Montreal. During my career, I’ve had the chance to work on projects like DUNE and various Marvel shows, which have been amazing experiences.

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CAN YOU DESCRIBE ANY SPECIAL OR INTERESTING SHOTS?

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The project I want to talk to is a collaboration with Bluehourlabs.

In the "ISOKNOCK 4EVR" project, I was responsible for managing several shots and providing VFX supervision. Working remotely, I coordinated with the on-set team through calls to determine the most effective techniques for achieving the best results. We filmed two versions of the video: one with the hero’s partner, whom he meets at a party, and one without. This approach significantly facilitated post-production and compositing.

It was a truly unique experience for me as an artist.


The shot was complex, involving a fast-driving character. Speed presents a particular challenge in VFX, as it necessitates additional substeps between frames and meticulous attention to motion blur. If I had performed a particle simulation for a moving character, the difference between one frame and the next would have been too substantial to achieve reasonable interpolation. This would require significantly more substeps, leading to a loss of control over the simulation, increased iteration time, and extended rendering times on a farm.


To address the issue of ash dissipation and ensure accurate simulation, we placed the character in the center of a grid, simulated the ash from this central position, and then transferred the velocity from the original character's movement. Afterward, we moved the character back to its original position. Additionally, I utilized three different fluid simulations to advect the particles based on fluid forces. One of these simulations was specifically designed to handle the swirling effect behind the character, adding a layer of realism to the scene.


To refine the effect, I used a Distance Along Geometry technique to calculate an expanding mask around the character. This was done to match the timing desired by the director, with the addition of noise to introduce some randomness and liveliness to the movement. Several layers were then merged, and various render masks were computed using attributes such as age, life, and speed. This approach added transparency and enhanced the overall randomness of the look, contributing to a more dynamic and visually engaging final result.
 

 

WHICH TOOLS DID YOU USE?

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We used Houdini for FX and Nuke for compositing.

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ANY SPECIAL INSPIRATION

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The client brief was to show the dissipation of the character in a very important final scene. We referenced a similar scene from a Harry Potter movie but modified it to suit our needs better. We aimed for a gentle particle dissipation to reflect the character's emotional state.

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CAN YOU TELL SOME WORDS ABOUT GRIDMARKETS?

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I used GridMarkets to deliver some of the final shots faster, and it was a smooth experience. It’s not the first time I’ve used their services, and I hope to continue using them in the future.​

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ANYTHING ELSE TO ADD?

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If you’re interested in mentoring or learning Houdini, feel free to reach out! I work with students worldwide, and I think it’s the best and fastest way to learn. I’d be happy to help you on your journey. 

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By: GridMarkets marketing

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